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  • Actor and Sprite, who should own these properties?

    - by Gerardo Marset
    I'm writing sort of a 2D game engine for making the process of creating games easier. It has two classes, Actor and Sprite. Actor is used for interactive elements (the player, enemies, bullets, a menu, an invisible instance that controls score, etc) and Sprite is used for animated (or not) images with transparency (or not). The actor may have an assigned sprite that represents it on the screen, which may change during the game. E.g. in a top-down action game you may have an actor with a sprite of a little guy that changes when attacking, walking, and facing different directions, etc. Currently the actor has x and y properties (its coordinates in the screen), while the sprite has an index property (the number of the frame currently being shown by the sprite). Since the sprite doesn't know which actor it belongs to (or if it belongs to an actor at all), the actor must pass its x and y coordinates when drawing the sprite. Also, since a actors may reset its sprite each frame (and usually do), the sprite's index property must be passed from the old to the new sprite like so (pseudocode): function change_sprite(new_sprite) old_index = my.sprite.index my.sprite = new_sprite() my.sprite.index = old_index % my.sprite.frames end I always thought this was kind of cumbersome, but it never was a big problem. Now I decided to add support for more properties. Namely a property to draw the sprite rotated, a property to draw it flipped, it a property draw it stretched, etc. These should probably belong to the sprite and not the actor, but if they do, the actor would have to pass them from the old to the new sprite each time it changes... On the other hand, if they belonged to the actor, the actor would have to pass each property to the sprite when drawing it (since the sprite doesn't know which actor it belongs to, and it shouldn't, since sprites aren't just meant to be used by actors, really). Another option I thought of would be having an extra class that owns all these properties (plus index, x and y) and links an actor with a sprite, but that doesn't come without drawbacks. So, what should I do with all these properties? Thanks!

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  • ConsumeStructuredBuffer, what am I doing wrong?

    - by John
    I'm trying to implement the 3rd exercise in chapter 12 of Introduction to 3D Game Programming with DirectX 11, that is: Implement a Compute Shader to calculate the length of 64 vectors. Previous exercises ask you to do the same with typed buffers and regular structured buffers and I had no problems with them. For what I've read, [Consume|Append]StructuredBuffers are bound to the pipeline using UnorderedAccessViews (as long as they use the D3D11_BUFFER_UAV_FLAG_APPEND, and the buffers have both D3D11_BIND_SHADER_RESOURCE and D3D11_BIND_UNORDERED_ACCESS bind flags). Problem is: my AppendStructuredBuffer works, since I can append data to it and retrieve it from the application to write to a results file, but the ConsumeStructuredBuffer always returns zeroed data. Data is in the buffer, since if I change the UAV to a ShaderResourceView and to a StructuredBuffer in the HLSL side it works. I don't know what I am missing: Should I initialize the ConsumeStructuredBuffer on the GPU, or can I do it when I create the buffer (as I amb currently doing). Is it OK to bind the buffer with a UAV as described above? Do I need to bind it as a ShaderResourceView somehow? Maybe I am missing some step? This is the declaration of buffers in the Compute Shader: struct Data { float3 v; }; struct Result { float l; }; ConsumeStructuredBuffer<Data> gInput; AppendStructuredBuffer<Result> gOutput; And here the creation of the buffer and UAV for input data: D3D11_BUFFER_DESC inputDesc; inputDesc.Usage = D3D11_USAGE_DEFAULT; inputDesc.ByteWidth = sizeof(Data) * mNumElements; inputDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE | D3D11_BIND_UNORDERED_ACCESS; inputDesc.CPUAccessFlags = 0; inputDesc.StructureByteStride = sizeof(Data); inputDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; D3D11_SUBRESOURCE_DATA vinitData; vinitData.pSysMem = &data[0]; HR(md3dDevice->CreateBuffer(&inputDesc, &vinitData, &mInputBuffer)); D3D11_UNORDERED_ACCESS_VIEW_DESC uavDesc; uavDesc.Format = DXGI_FORMAT_UNKNOWN; uavDesc.ViewDimension = D3D11_UAV_DIMENSION_BUFFER; uavDesc.Buffer.FirstElement = 0; uavDesc.Buffer.Flags = D3D11_BUFFER_UAV_FLAG_APPEND; uavDesc.Buffer.NumElements = mNumElements; md3dDevice->CreateUnorderedAccessView(mInputBuffer, &uavDesc, &mInputUAV); Initial data is an array of Data structs, which contain a XMFLOAT3 with random data. I bind the UAV to the shader using the Effects framework: ID3DX11EffectUnorderedAccessViewVariable* Input = mFX->GetVariableByName("gInput")->AsUnorderedAccessView(); Input->SetUnorderedAccessView(uav); // uav is mInputUAV Any ideas? Thank you.

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  • Are there any concerns with using a static read-only unit of work so that it behaves like a cache?

    - by Rowan Freeman
    Related question: How do I cache data that rarely changes? I'm making an ASP.NET MVC4 application. On every request the security details about the user will need to be checked with the area/controller/action that they are accessing to see if they are allowed to view it. The security information is stored in the database. For example: User Permission UserPermission Action ActionPermission A "Permission" is a token that is applied to an MVC action to indicate that the token is required in order to access the action. Once a user is given the permission (via the UserPermission table) then they have the token and can therefore access the action. I've been looking in to how to cache this data (since it rarely changes) so that I'm only querying in-memory data and not hitting a database (which is a considerable performance hit at the moment). I've tried storing things in lists, using a caching provider but I either run in to problems or performance doesn't improve. One problem that I constantly run in to is that I'm using lazy loading and dynamic proxies with EntityFramework. This means that even if I ToList() everything and store them somewhere static, the relationships are never populated. For example, User.Permissions is an ICollection but it's always null. I don't want to Include() everything because I'm trying to keep things simple and generic (and easy to modify). One thing I know is that an EntityFramework DbContext is a unit of work that acts with 1st-level caching. That is, for the duration of the unit of work, everything that is accessed is cached in memory. I want to create a read-only DbContext that will exist indefinitely and will only be used to read about permission data. Upon testing this it worked perfectly; my page load times went from 200ms+ to 20ms. I can easily force the data to refresh at certain intervals or simply leave it to refresh when the application pool is recycled. Basically it will behave like a cache. Note that the rest of the application will interact with other contexts that exist per request as normal. Is there any disadvantage to this approach? Could I be doing something different?

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  • Using jQuery to Make a Field Read Only in SharePoint

    - by Mark Rackley
    Okay… this will be my shortest blog post EVER. Very little rambling.. I promise, and I’m sure this has been blogged more than once, so I apologize for adding to the noise, but like I always say, I blog for myself so I have a global bookmark. So,let’s say you have a field on a SharePoint Form and you want to make it read only. You COULD just open it up in SPD and easily make it read only, but some people are purists and don’t like use SPD or modify the default new/edit/disp forms. Put me in the latter camp, I try to avoid modifying these forms and it seemed like such a simple task that I didn’t want to create a new un-ghosted form.  So.. how do you do it? It’s only one line of jQuery. All you need to do is find the id for your input field and capture the keypress on it so that it cannot be modified (you should probably capture clicks for dropdowns/checkboxes/etc. but I didn’t need to).  Anyway, here’s the entire script: <script src="jquery.min.js" type="text/javascript"></script> <script type="text/javascript"> jQuery(document).ready(function($){ //capture keypress on our read only field and return false $('#idOfInputField').keypress(function() { return false; }); }) </script>   You can find the ID of your input field by viewing the source, this ID stays consistent as long as you don’t muck with the list or form in the wrong way.  Please note, you CANNOT disable the input field as an alternative to capturing the keypress. If you do this and save the form, any data in the disabled fields will be wiped out. There are probably a dozen ways to make a field read-only and if all you are using jQuery for is to make a field read-only, then you might want to question your use of adding the overhead (although it’s really not that much). Hey.. it’s another tool for your tool belt.

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  • SQL SERVER – ERROR: FIX using Compatibility Level – Database diagram support objects cannot be installed because this database does not have a valid owner – Part 2

    - by pinaldave
    Earlier I wrote a blog post about how to resolve the error with database diagram. Today I faced the same error when I was dealing with a database which is upgraded from SQL Server 2005 to SQL Server 2008 R2. When I was searching for the solution online I ended up on my own earlier solution SQL SERVER – ERROR: FIX – Database diagram support objects cannot be installed because this database does not have a valid owner. I really found it interesting that I ended up on my own solution. However, the solution to the problem this time was a bit different. Let us see how we can resolve the same. Error: Database diagram support objects cannot be installed because this database does not have a valid owner. To continue, first use the Files page of the Database Properties dialog box or the ALTER AUTHORIZATION statement to set the database owner to a valid login, then add the database diagram support objects. Workaround / Fix / Solution : Follow the steps listed below and it should for sure solve your problem. (NOTE: Please try this for the databases upgraded from previous version. For everybody else you should just follow the steps mentioned here.) Select your database >> Right Click >> Select Properties Go to the Options In the Dropdown at right labeled “Compatibility Level” choose “SQL Server 2005(90)” Select FILE in left side of page In the OWNER box, select button which has three dots (…) in it Now select user ‘sa’ or NT AUTHORITY\SYSTEM and click OK. This will solve your problem. However, there is one very important note you must consider. When you change any database owner, there are always security related implications. I suggest you check your security policies before changing authorization. I did this to quickly solve my problem on my development server. If you are on production server, you may open yourself to potential security compromise. Reference: Pinal Dave (http://blog.sqlauthority.com) Filed under: PostADay, SQL, SQL Authority, SQL Error Messages, SQL Query, SQL Server, SQL Tips and Tricks, T SQL

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  • Handling bugs, quirks, or annoyances in vendor-supplied headers

    - by supercat
    If the header file supplied by a vendor of something with whom one's code must interact is deficient in some way, in what cases is it better to: Work around the header's deficiencies in the main code Copy the header file to the local project and fix it Fix the header file in the spot where it's stored as a vendor-supplied tool Fix the header file in the central spot, but also make a local copy and try to always have the two match Do something else As an example, the header file supplied by ST Micro for the STM320LF series contains the lines: typedef struct { __IO uint32_t MODER; __IO uint16_t OTYPER; uint16_t RESERVED0; .... __IO uint16_t BSRRL; /* BSRR register is split to 2 * 16-bit fields BSRRL */ __IO uint16_t BSRRH; /* BSRR register is split to 2 * 16-bit fields BSRRH */ .... } GPIO_TypeDef; In the hardware, and in the hardware documentation, BSRR is described as a single 32-bit register. About 98% of the time one wants to write to BSRR, one will only be interested in writing the upper half or the lower half; it is thus convenient to be able to use BSSRH and BSSRL as a means of writing half the register. On the other hand, there are occasions when it is necessary that the entire 32-bit register be written as a single atomic operation. The "optimal" way to write it (setting aside white-spacing issues) would be: typedef struct { __IO uint32_t MODER; __IO uint16_t OTYPER; uint16_t RESERVED0; .... union // Allow BSRR access as 32-bit register or two 16-bit registers { __IO uint32_t BSRR; // 32-bit BSSR register as a whole struct { __IO uint16_t BSRRL, BSRRH; };// Two 16-bit parts }; .... } GPIO_TypeDef; If the struct were defined that way, code could use BSRR when necessary to write all 32 bits, or BSRRH/BSRRL when writing 16 bits. Given that the header isn't that way, would better practice be to use the header as-is, but apply an icky typecast in the main code writing what would be idiomatically written as thePort->BSRR = 0x12345678; as *((uint32_t)&(thePort->BSSRH)) = 0x12345678;, or would be be better to use a patched header file? If the latter, where should the patched file me stored and how should it be managed?

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  • MS in Computer Science after BE in electronics

    - by Abhinav
    I am doing my 3rd year Bachelors in Electronics and Electrical Communication but from the first year I have been interested in Computer Science. But at that time it was just my hobby. But in second year when I joined robotics my love for computer science rose. I with my team came in top three in 2 National Competition (Technical fests of different IITs) where we used Image Processing, Hardware interfacing etc. But then I realised that Computer Science is not just about coding. I took many lectures from online free schools like Udacity, Coursera in subjects related to Artificial Intelligence, Building a Search Engine, Design and Analysis of Algorithm, Programming a Robotic Car, Programming Languages, Machine Learning, Software Engineering as a Service, WebApps Engineering, Compilers, Applied Crypotography etc. I also did some courses in Core and Advanced Java in my second year from training institute. I will also be taking course in Statistics, Databases, Discrete Mathematics from 25th June. Now I realized how vast is the field of Computer Science and how efficient you become on deciding algorithms and classifying problems into different subfields which have been thoroughly researched so you don't always do brute force thing or naive programming. Now this field has become kind of passion for me. Adding to the fact I am also doing my 6 months internship in software field in Texas Instruments where I am working on Automation and Algorithms. I also have some 5-6 good college level projects in Softwares and Robotics. I also like Electronics but only some fields like Operating System(this subject was there in Electronics also), Micro Processor, Digital, Computer Architecture, DSPs etc. I really want to pursue MS in some field of Computer Science. I am giving GRE in October/November. Till now I have good CG of around 9.4/10 and my 1 year in college is still left. Do I have any chance that some good University in US will consider me for MS in field related to computer science or Robotics. Also Can you suggest somethings that I can do during this 1 year to increase my chances for MS or should I apply for EECS(Electrical Engineering and Computer Science) and then I can shift more towards Computer Science as my major option. My main aim is to do Phd after Ms in CS if I am able to do that somehow. I know that I have to put much extra effort to understand things in MS than CS undergraduates but I will do that with my full dedication, also when I communicate with my college CS students or during my internship period I didn't feel that I am missing very much stuff that they know and was very comfortable during my internship with software employees.

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  • Can a 10-bit monitor connection preserve all tones in 8-bit sRGB gradients on a wide-gamut monitor?

    - by hjb981
    This question is about color management and the use of a higher color depth, 10 bits per channel (30 bits in total, resulting in 1.07 billion colors, or 1024 shades of gray, sometimes referred to as "deep color") compared to the standard of 8 bits per channel (24 bits in total, 16.7 million colors, 256 shades of gray, sometimes referred to as "true color"). Do not confuse with "32 bit color", which usually refers to standard 8 bit color with an extra channel ("alpha channel") for transparency (used to achieve effects like semi-transparent windows etc). The following can be assumed to be in place: 1: A wide-gamut monitor that supports 10-bit input. Further, it can be assumed that the monitor has been calibrated to its native gamut and that an ICC color profile has been created. 2: A graphics card that supports 10-bit output (and is connected to the monitor via DisplayPort). 3: Drivers for the graphics card that support 10-bit output. If applications that support 10-bit output and color profiles would be used, I would expect them to display images that were saved using different color spaces correctly. For example, both an sRGB and an adobeRGB image should be displayed correctly. If an sRGB image was saved using 8 bits per channel (almost always the case), then the 10-bit signal path would ensure that no tonal gradients were lost in the conversion from the sRGB of the image to the native color space of the monitor. For example: If the image contains a pixel that is pure red in 8 bits (255,0,0), the corresponding value in 10 bits would be (1023,0,0). However, since the monitor has a larger color space than sRGB, sending the signal (1023,0,0) to the monitor would result in a red that was too saturated. Therefore, according to the ICC color profile, the signal would be transformed into a different value with less red saturation, for example (987,0,0). Since there are still plenty of levels left between 0 and 987, all 256 values (0-255) for red in the sRGB color space of the file could be uniquely mapped to color-corrected 10-bit values in the monitor's native color space. However, if the conversion was done in 8 bits, (255,0,0) would be translated to (246,0,0), and there would now only be 247 available levels for the red channel instead of 256, degrading the displayed image quality. My question is: how does this work on Ubuntu? Let's say that I use Firefox (which is color-aware and uses ICC color profiles). Would I get 10-bit processing, thus preserving all levels of an 8-bit picture? What is the situation like for other applications, especially photo applications like Shotwell, Rawtherapee, Darktable, RawStudio, Photivo etc? Does Ubuntu differ from other operating systems (Linux and others) on this point?

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  • Inline template efficiency

    - by Darryl Gove
    I like inline templates, and use them quite extensively. Whenever I write code with them I'm always careful to check the disassembly to see that the resulting output is efficient. Here's a potential cause of inefficiency. Suppose we want to use the mis-named Leading Zero Detect (LZD) instruction on T4 (this instruction does a count of the number of leading zero bits in an integer register - so it should really be called leading zero count). So we put together an inline template called lzd.il looking like: .inline lzd lzd %o0,%o0 .end And we throw together some code that uses it: int lzd(int); int a; int c=0; int main() { for(a=0; a<1000; a++) { c=lzd(c); } return 0; } We compile the code with some amount of optimisation, and look at the resulting code: $ cc -O -xtarget=T4 -S lzd.c lzd.il $ more lzd.s .L77000018: /* 0x001c 11 */ lzd %o0,%o0 /* 0x0020 9 */ ld [%i1],%i3 /* 0x0024 11 */ st %o0,[%i2] /* 0x0028 9 */ add %i3,1,%i0 /* 0x002c */ cmp %i0,999 /* 0x0030 */ ble,pt %icc,.L77000018 /* 0x0034 */ st %i0,[%i1] What is surprising is that we're seeing a number of loads and stores in the code. Everything could be held in registers, so why is this happening? The problem is that the code is only inlined at the code generation stage - when the actual instructions are generated. Earlier compiler phases see a function call. The called functions can do all kinds of nastiness to global variables (like 'a' in this code) so we need to load them from memory after the function call, and store them to memory before the function call. Fortunately we can use a #pragma directive to tell the compiler that the routine lzd() has no side effects - meaning that it does not read or write to memory. The directive to do that is #pragma no_side_effect(<routine name), and it needs to be placed after the declaration of the function. The new code looks like: int lzd(int); #pragma no_side_effect(lzd) int a; int c=0; int main() { for(a=0; a<1000; a++) { c=lzd(c); } return 0; } Now the loop looks much neater: /* 0x0014 10 */ add %i1,1,%i1 ! 11 ! { ! 12 ! c=lzd(c); /* 0x0018 12 */ lzd %o0,%o0 /* 0x001c 10 */ cmp %i1,999 /* 0x0020 */ ble,pt %icc,.L77000018 /* 0x0024 */ nop

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  • How to make an object move again after being stopped by collision in Unity?

    - by Matthew Underwood
    I have a player object which position is always centered on the main camera's viewport. This object has a Rigidbody 2D, a box and circle collider. The player moves around a level, the level has a polygon collider attached. I move the camera until the object hits against the collider, which stops the movement of the camera by setting its speed to 0. The problem happens when I want to move the camera / player object away from the collider. As the speed is already at 0, it cannot move away from the collider. The script attached to the player object, checks for collisions and applies the speed to 0 on the main camera's test script. using UnityEngine; using System.Collections; public class move : MonoBehaviour { public float speed; public test testing; // Use this for initialization void Start () { speed = 10F; testing = Camera.main.GetComponent<test>(); } // Update is called once per frame void FixedUpdate () { Vector3 p = Camera.main.ViewportToWorldPoint(new Vector3(0.5F, 0.5F, Camera.main.nearClipPlane)); transform.position = new Vector3(p.x, p.y, -1); } void OnCollisionEnter2D(Collision2D col) { testing.speed = 0; } void OnCollisionExit2D(Collision2D col) { testing.speed = 10F; } } This is the script attached to the main camera; just a simple script that changes the camera's position. using UnityEngine; using System.Collections; public class test : MonoBehaviour { public float speed; public float translationY; public float translationX; // Use this for initialization void Start () { speed = 10F; } void FixedUpdate () { translationY = Input.GetAxis("Vertical") * speed * Time.deltaTime; translationX = Input.GetAxis("Horizontal") * speed * Time.deltaTime; transform.Translate(translationX, translationY, 0); } } The player object isn't kinematic and is a fixed angle, the colliders aren't triggers and the polygon collider isn't a trigger either. The player is the red square, the collider is the pink area. -- EDIT -- From the latest change the collider set up for the player So if the X speed was disabled. It wouldnt move into the side of the polygon colider which is good, but yet you couldnt move away from it. And moving down would move inside the colider.

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  • What could be the best way to generalize data from Facebook and Twitter?

    - by Sjaak van der Heide
    I am not sure if this is the best subsite to ask this question, but I'm pretty sure it doesn't fit on the normal or facebook SO page... I've been asked to make a general API for connecting to several Social Media platforms (at the moment Facebook and Twitter). I have already realised both of them seperately. Meaning I retrieve the data I need from both Facebook and Twitter and hold the data in it's own dataclass. In my case a list of FacebookTimelineItems and a list of TwitterTimelineItems. now the hard part is taking the parts that are used in both (username, id, message and such) and make 1 general class that is eventually passed on to who/whatever sent the call to my API. these are two pics of the data classes I have: http://imageshack.us/photo/my-images/703/facebookdata.png/ http://imageshack.us/photo/my-images/204/twitterdata.png/ probably not 100% correct but it gives an idea what it looks like. Now I've been having several idea about how to go about and generalize the two, which is harder then I thought at first. Create an interface (TimelineItem) and let the other classes extend that one. this way I'll always be sure I have a class that contains at least the basic info I need. downside is that deserializing the JSON seems to be a nightmare. Use the two dataclasses I have and combine them into a new class afterwards, then pass that one back to whoever requested it. This would probably work but I get the idea it's not the best way to tackle this problem, and is pretty dodgy IF I get it working. Or, in case of the other two being nearly impossible. Keep the two seperated in the front end, and go sit in the corner crying because I've just figured out you can't lump together facebook and twitter... Note: I don't have to make the front end part (view), I just make sure the Model is nicely filled with data :) I hope I placed this in the right section, if I didn't I apologise and would like to know where I should go with my question. Thanks in advance for any replied/ideas/opinions on this.

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  • Making a Camera look at a target Vector

    - by Peteyslatts
    I have a camera that works as long as its stationary. Now I'm trying to create a child class of that camera class that will look at its target. The new addition to the class is a method called SetTarget(). The method takes in a Vector3 target. The camera wont move but I need it to rotate to look at the target. If I just set the target, and then call CreateLookAt() (which takes in position, target, and up), when the object gets far enough away and underneath the camera, it suddenly flips right side up. So I need to transform the up vector, which currently always stays at Vector3.Up. I feel like this has something to do with taking the angle between the old direction vector and the new one (which I know can be expressed by target - position). I feel like this is all really vague, so here's the code for my base camera class: public class BasicCamera : Microsoft.Xna.Framework.GameComponent { public Matrix view { get; protected set; } public Matrix projection { get; protected set; } public Vector3 position { get; protected set; } public Vector3 direction { get; protected set; } public Vector3 up { get; protected set; } public Vector3 side { get { return Vector3.Cross(up, direction); } protected set { } } public BasicCamera(Game game, Vector3 position, Vector3 target, Vector3 up) : base(game) { this.position = position; this.direction = target - position; this.up = up; CreateLookAt(); projection = Matrix.CreatePerspectiveFieldOfView( MathHelper.PiOver4, (float)Game.Window.ClientBounds.Width / (float)Game.Window.ClientBounds.Height, 1, 500); } public override void Update(GameTime gameTime) { // TODO: Add your update code here CreateLookAt(); base.Update(gameTime); } } And this is the code for the class that extends the above class to look at its target. class TargetedCamera : BasicCamera { public Vector3 target { get; protected set; } public TargetedCamera(Game game, Vector3 position, Vector3 target, Vector3 up) : base(game, position, target, up) { this.target = target; } public void SetTarget(Vector3 target) { direction = target - position; } protected override void CreateLookAt() { view = Matrix.CreateLookAt(position, target, up); } }

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  • Exalogic 2.0.1 Tea Break Snippets - Creating and using Distribution Groups

    - by The Old Toxophilist
    By default running your Exalogic in a Virtual provides you with, what to Cloud Users, is a single large resource and they can just create vServers and not care about how they are laid down on the the underlying infrastructure. All the Cloud Users will know is that they can create vServers. For example if we have a Quarter Rack (8 Nodes) and our Cloud User creates 8 vServers those 8 vServers may run on 8 distinct nodes or may all run on the same node. Although in many cases we, as Cloud Users, may not be to worried how the Virtualisation Algorithm decides where to place our vServers there are cases where it is extremely important that vServers run on distinct physical compute nodes. For example if we have a Weblogic Cluster we will want the Servers with in the cluster to run on distinct physical node to cover for the situation where one physical node is lost. To achieve this the Exalogic Virtualised implementation provides Distribution Groups that define and anti-aliasing policy that the underlying Virtualisation Algorithm will take into account when placing vServers. It should be noted that Distribution Groups must be created before you create vServers because a vServer can only be added to a Distribution Group at creation time. Creating A Distribution Group To create a Distribution Groups we will first need to select the Account in which we want the Distribution Group to be created. Once we have selected the account we will see the Interface update and Account specific Actions will be displayed within the Action Panes. From the Action pane (or Right-Click on the Account) select the "Create Distribution Group" action. This will initiate the create wizard as follows. Distribution Group Details Within the first Step of the Wizard we can specify the name of the distribution group and this should be unique. In addition we can provide a detailed description of the group. Distribution Group Configuration The second step of the configuration wizard allows you to specify the number of elements that are required within this group and will specify a maximum of the number of nodes within you Exalogic. At this point it is always better to specify a group with spare capacity allowing for future expansion. As vServers are added to group the available slots decrease. Summary Finally the last step of the wizard display a summary of the information entered.

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  • TouchDevelop: The Fast Path to Windows 8 and Phone Apps

    - by Clint Edmonson
    Are you looking for a little extra cash for the upcoming holidays? Then you might be interested in creating some cool apps to sell in the Windows Store. Or maybe you’re simply curious and want to try your hand at developing for Windows 8 and Windows Phone. In either case, the newly released TouchDevelop Web App is for you. TouchDevelop Web App is a development environment to create apps on your tablet or smartphone, without requiring a separate PC. Scripts written by using TouchDevelop can access data, media, and sensors on the phone, tablet, and PC. The script can interact with cloud services, including storage, computing, and social networks. TouchDevelop lets you quickly create fun games and useful tools, turning your scripts into true Windows Phone and Windows 8 apps. A year ago, Microsoft Research released TouchDevelop for Windows Phone, which is being used by enthusiasts, students, and researchers to program their phones in fun, inventive, and interesting ways. These scripts are available at TouchDevelop for anyone to download and use. Ever since we released TouchDevelop, we’ve been eyeing the tablet form factor and working on a version for the browser. Now, with the release of TouchDevelop Web App, the wait is over: the tablet version is ready, so go play around with it. All TouchDevelop scripts that are developed on the smartphone can be downloaded to the tablet and run (if hardware allows). Any script that is developed on the tablet can also be accessed on the phone. And scripts can be converted to Windows Phone or Windows 8 apps and submitted to the Windows Phone Store or Windows Store, respectively. TouchDevelop Web App’s editor and programming language have been designed for tablet devices with touchscreens, but you can also use a keyboard and a mouse. So grab your web-enabled device and give the TouchDevelop Web App a try. It’s fun and easy, and could even put a little cash in your holiday-depleted wallet. Or at least give you bragging rights at family get-togethers. Are you interested in further tips on Windows 8 development?  Sign up for the 30 to launch program which will help you build a Windows Store application in 30 days.  You will receive a tip per day for 30 days, along with potential free design consultations and technical support from a Windows 8 expert. As always, stay tuned to my twitter feed for Windows 8, Windows Azure and other Microsoft announcements, updates, and links: @clinted

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  • How to export 3D models that consist of several parts (eg. turret on a tank)?

    - by Will
    What are the standard alternatives for the mechanics of attaching turrets and such to 3D models for use in-game? I don't mean the logic, but rather the graphics aspects. My naive approach is to extend the MD2-like format that I'm using (blender-exported using a script) to include a new set of properties for a mesh that: is anchored in another 'parent' mesh. The anchor is a point and normal in the parent mesh and a point and normal in the child mesh; these will always be colinear, giving the child rotation but not translation relative to the parent point. has a normal that is aligned with a 'target'. Classically this target is the enemy that is being engaged, but it might be some other vector e.g. 'the wind' (for sails and flags (and smoke, which is a particle system but the same principle applies)) or 'upwards' (e.g. so bodies of riders bend properly when riding a horse up an incline etc). that the anchor and target alignments have maximum and minimum and a speed coeff. there is game logic for multiple turrets and on a model and deciding which engages which enemy. 'primary' and 'secondary' or 'target0' ... 'targetN' or some such annotation will be there. So to illustrate, a classic tank would be made from three meshes; a main body mesh, a turret mesh that is anchored to the top of the main body so it can spin only horizontally and a barrel mesh that is anchored to the front of the turret and can only move vertically within some bounds. And there might be a forth flag mesh on top of the turret that is aligned with 'wind' where wind is a function the engine solves that merges environment's wind angle with angle the vehicle is travelling in an velocity, or something fancy. This gives each mesh one degree of freedom relative to its parent. Things with multiple degrees of freedom can be modelled by zero-vertex connecting meshes perhaps? This is where I think the approach I outlined begins to feel inelegant, yet perhaps its still a workable system? This is why I want to know how it is done in professional games ;) Are there better approaches? Are there formats that already include this information? Is this routine?

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  • iwlwifi on lenovo z570 disabled by hardware switch

    - by Kevin Gallagher
    It was working fine with windows 7. The hardware switch is not disabled. I've toggled it back and forth dozens of times. The wifi light never turns on and it always lists as hardware disabled. I have the latest updates installed. I've been searching for solutions, but none of them seem to work for me. I've tried removing acer-wmi. I've tried setting 11n_disable=1. I've tried resetting the bios. I've tried using rfkill to unblock (only removes soft block). I've rebooted dozens of times. The wifi light turns off as soon as grub loads. Edit: I have a usb edimax wireless nic. It shows hardware disabled as well (although rfkill lists as unblocked). If I unload iwlwifi the usb nic works fine. uname -a `Linux xxx-Ideapad-Z570 3.2.0-55-generic #85-Ubuntu SMP Wed Oct 2 12:29:27 UTC 2013 x86_64 x86_64 x86_64 GNU/Linu`x rfkill list 19: phy18: Wireless LAN Soft blocked: no Hard blocked: yes dmesg [43463.022996] Intel(R) Wireless WiFi Link AGN driver for Linux, in-tree: [43463.023002] Copyright(c) 2003-2011 Intel Corporation [43463.023107] iwlwifi 0000:03:00.0: PCI INT A -> GSI 17 (level, low) -> IRQ 17 [43463.023190] iwlwifi 0000:03:00.0: setting latency timer to 64 [43463.023253] iwlwifi 0000:03:00.0: pci_resource_len = 0x00002000 [43463.023257] iwlwifi 0000:03:00.0: pci_resource_base = ffffc900057c8000 [43463.023261] iwlwifi 0000:03:00.0: HW Revision ID = 0x0 [43463.023797] iwlwifi 0000:03:00.0: irq 43 for MSI/MSI-X [43463.024013] iwlwifi 0000:03:00.0: Detected Intel(R) Centrino(R) Wireless-N 1000 BGN, REV=0x6C [43463.024250] iwlwifi 0000:03:00.0: L1 Enabled; Disabling L0S [43463.045496] iwlwifi 0000:03:00.0: device EEPROM VER=0x15d, CALIB=0x6 [43463.045501] iwlwifi 0000:03:00.0: Device SKU: 0X50 [43463.045504] iwlwifi 0000:03:00.0: Valid Tx ant: 0X1, Valid Rx ant: 0X3 [43463.045542] iwlwifi 0000:03:00.0: Tunable channels: 13 802.11bg, 0 802.11a channels [43463.045744] iwlwifi 0000:03:00.0: RF_KILL bit toggled to disable radio. [43463.047652] iwlwifi 0000:03:00.0: loaded firmware version 39.31.5.1 build 35138 [43463.047823] Registered led device: phy18-led [43463.047895] cfg80211: Ignoring regulatory request Set by core since the driver uses its own custom regulatory domain [43463.048037] ieee80211 phy18: Selected rate control algorithm 'iwl-agn-rs' [43463.055533] ADDRCONF(NETDEV_UP): wlan0: link is not ready nm-tool State: connected (global) - Device: wlan0 ---------------------------------------------------------------- Type: 802.11 WiFi Driver: iwlwifi State: unavailable Default: no HW Address: 74:E5:0B:4A:9F:C2 Capabilities: Wireless Properties WEP Encryption: yes WPA Encryption: yes WPA2 Encryption: yes Wireless Access Points lshw -C network *-network DISABLED description: Wireless interface product: Centrino Wireless-N 1000 [Condor Peak] vendor: Intel Corporation physical id: 0 bus info: pci@0000:03:00.0 logical name: wlan0 version: 00 serial: 74:e5:0b:4a:9f:c2 width: 64 bits clock: 33MHz capabilities: pm msi pciexpress bus_master cap_list ethernet physical wireless configuration: broadcast=yes driver=iwlwifi driverversion=3.2.0-55-generic firmware=39.31.5.1 build 35138 latency=0 link=no multicast=yes wireless=IEEE 802.11bg resources: irq:43 memory:f1500000-f1501fff lspci 03:00.0 Network controller: Intel Corporation Centrino Wireless-N 1000 [Condor Peak]

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  • Techniques to re-factor garbage and maintain sanity?

    - by Incognito
    So I'm sitting down to a nice bowl of c# spaghetti, and need to add something or remove something... but I have challenges everywhere from functions passing arguments that doesn't make sense, someone who doesn't understand data structures abusing strings, redundant variables, some comments are red-hearings, internationalization is on a per-every-output-level, SQL doesn't use any kind of DBAL, database connections are left open everywhere... Are there any tools or techniques I can use to at least keep track of the "functional integrity" of the code (meaning my "improvements" don't break it), or a resource online with common "bad patterns" that explains a good way to transition code? I'm basically looking for a guidebook on how to spin straw into gold. Here's some samples from the same 500 line function: protected void DoSave(bool cIsPostBack) { //ALWAYS a cPostBack cIsPostBack = true; SetPostBack("1"); string inCreate ="~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~"; parseValues = new string []{"","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","","",""}; if (!cIsPostBack) { //....... //.... //.... if (!cIsPostBack) { } else { } //.... //.... strHPhone = StringFormat(s1.Trim()); s1 = parseValues[18].Replace(encStr," "); strWPhone = StringFormat(s1.Trim()); s1 = parseValues[11].Replace(encStr," "); strWExt = StringFormat(s1.Trim()); s1 = parseValues[21].Replace(encStr," "); strMPhone = StringFormat(s1.Trim()); s1 = parseValues[19].Replace(encStr," "); //(hundreds of lines of this) //.... //.... SQL = "...... lots of SQL .... "; SqlCommand curCommand; curCommand = new SqlCommand(); curCommand.Connection = conn1; curCommand.CommandText = SQL; try { curCommand.ExecuteNonQuery(); } catch {} //.... } I've never had to refactor something like this before, and I want to know if there's something like a guidebook or knowledgebase on how to do this sort of thing, finding common bad patterns and offering the best solutions to repair them. I don't want to just nuke it from orbit,

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  • 2D Animation Smoothness - Delta time vs. Kinematics

    - by viperld002
    I'm animating a sprite in 2D with key frames of rotation and xy-positions. I've recently had a discussion with someone saying that when the device (happens to be an iPad using cocos2D) hits a performance bump due to whatever else the user may be doing, lag will arise and that the best way to fight it is to not use actual positions, but velocities, accelerations and torques with kinematics. His message is to evaluate the positions and rotations from these speeds at the current point in time. I've never experienced a situation where I've heard of using kinematics to stem lag in 2D animations and am not sure of how effective it could be. Also, it seems to be overkill. The application is not networked so it's all running on a local device. The desired effect is that the animation always plays as closely as it can to the target frame rate. Wouldn't the technique suffer the same problems as just using the time since the last frame or a fixed time step since the kinematics would also require some time value to perform the calculation? What techniques could you suggest to best achieve the desired effect? EDIT 1 Thank you for your responses, they are very illuminating. I want to clarify my question before choosing an answer however, to make sure that this post really serves it's purpose. I have a sprite of a ball, and a text file with 3 arrays worth of information (rotation,translations x, translations y) with each unit of information existing as a key frame to be stepped through (0 to 49 and back to 0 to replay it again). I have this playing by interpolating from the current key frame to the next, every n-units of time. The animation is visibly correct when compared to a video I was given of it, and it is smooth because of the interpolations between the key frames. This is the existing state of the project. There are no physics simulated, only a static animation of a ball moving in a way an artist specifically designed. Should I, instead of rotation in degrees and translations by positions in space, derive velocities, accelerations and torques to express this static animation as a function of time? As in, position now = foo(time now), where foo uses kinematics.

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  • 3 Reasons You Need To Know Something About Every Technology

    - by Tim Murphy
    I make my living as a consultant and a general technologist.  I credit my success to the fact that I have never been afraid to pick up any product, language or platform needed to get the job done.  While Microsoft technologies I my mainstay, I have done work on mainframe and UNIX platforms and have worked with a wide variety of database engines.  Each one has it’s use and most times it is less expensive to find a way to communicate with an existing system than to replace it. So what are the main benefits of expending the effort to learn a new technology? New ways to solve problems Accelerate development Advise clients and get new business opportunities By new technology I mean ones that you haven’t had experience with before.  They don’t have to be the the one that just came out yesterday.  As they say, those who do not learn from history are bound to repeat it.  If you can learn something from an older technology it can be just as valuable as the shiny new one.  Either way, when you add another tool to your kit you get a new view on each problem you face.  This makes it easier to create a sound solution. The next thing you can learn from working with different products and techniques is how to more efficiently develop solve problems.  Many times if you are working with a new language you will find that there are specific design patterns that are used with it in normal use.  These can usually be applied with most languages.  You just needed to be exposed to them. The last point is about helping your clients and helping yourself.  If you can get in on technologies early you will have advantage over your competition in the market.  You will also be able to honestly advise you client on why they should or should not go with a new product.  Being able to compare products and their features is always an ability that stake holders appreciate. You don’t need to learn every detail of a product.  Learn enough to function and get an idea of how to use the technology.  Keep eating those technology Wheaties and you will be ready to go the distance in any project. del.icio.us Tags: Technology,technologists,technology generalist,Software Architecture

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  • Have you used the ExecutionValue and ExecValueVariable properties?

    The ExecutionValue execution value property and it’s friend ExecValueVariable are a much undervalued feature of SSIS, and many people I talk to are not even aware of their existence, so I thought I’d try and raise their profile a bit. The ExecutionValue property is defined on the base object Task, so all tasks have it available, but it is up to the task developer to do something useful with it. The basic idea behind it is that it allows the task to return something useful and interesting about what it has performed, in addition to the standard success or failure result. The best example perhaps is the Execute SQL Task which uses the ExecutionValue property to return the number of rows affected by the SQL statement(s). This is a very useful feature, something people often want to capture into a variable, and start using the result set options to do. Unfortunately we cannot read the value of a task property at runtime from within a SSIS package, so the ExecutionValue property on its own is a bit of a let down, but enter the ExecValueVariable and we have the perfect marriage. The ExecValueVariable is another property exposed through the task (TaskHost), which lets us select a SSIS package variable. What happens now is that when the task sets the ExecutionValue, the interesting value is copied into the variable we set on the ExecValueVariable property, and a variable is something we can access and do something with. So put simply if the ExecutionValue property value is of interest, make sure you create yourself a package variable and set the name as the ExecValueVariable. Have  look at the 3 step guide below: 1 Configure your task as normal, for example the Execute SQL Task, which here calls a stored procedure to do some updates. 2 Create variable of a suitable type to match the ExecutionValue, an integer is used to match the result we want to capture, the number of rows. 3 Set the ExecValueVariable for the task, just select the variable we created in step 2. You need to do this in Properties grid for the task (Short-cut key, select the task and press F4) Now when we execute the sample task above, our variable UpdateQueueRowCount will get the number of rows we updated in our Execute SQL Task. I’ve tried to collate a list of tasks that return something useful via the ExecutionValue and ExecValueVariable mechanism, but the documentation isn’t always great. Task ExecutionValue Description Execute SQL Task Returns the number of rows affected by the SQL statement or statements. File System Task Returns the number of successful operations performed by the task. File Watcher Task Returns the full path of the file found Transfer Error Messages Task Returns the number of error messages that have been transferred Transfer Jobs Task Returns the number of jobs that are transferred Transfer Logins Task Returns the number of logins transferred Transfer Master Stored Procedures Task Returns the number of stored procedures transferred Transfer SQL Server Objects Task Returns the number of objects transferred WMI Data Reader Task Returns an object that contains the results of the task. Not exactly clear, but I assume it depends on the WMI query used.

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  • Finding furthermost point in game world

    - by user13414
    I am attempting to find the furthermost point in my game world given the player's current location and a normalized direction vector in screen space. My current algorithm is: convert player world location to screen space multiply the direction vector by a large number (2000) and add it to the player's screen location to get the distant screen location convert the distant screen location to world space create a line running from the player's world location to the distant world location loop over the bounding "walls" (of which there are always 4) of my game world check whether the wall and the line intersect if so, where they intersect is the furthermost point of my game world in the direction of the vector Here it is, more or less, in code: public Vector2 GetFurthermostWorldPoint(Vector2 directionVector) { var screenLocation = entity.WorldPointToScreen(entity.Location); var distantScreenLocation = screenLocation + (directionVector * 2000); var distantWorldLocation = entity.ScreenPointToWorld(distantScreenLocation); var line = new Line(entity.Center, distantWorldLocation); float intersectionDistance; Vector2 intersectionPoint; foreach (var boundingWall in entity.Level.BoundingWalls) { if (boundingWall.Intersects(line, out intersectionDistance, out intersectionPoint)) { return intersectionPoint; } } Debug.Assert(false, "No intersection found!"); return Vector2.Zero; } Now this works, for some definition of "works". I've found that the further out my distant screen location is, the less chance it has of working. When digging into the reasons why, I noticed that calls to Viewport.Unproject could result in wildly varying return values for points that are "far away". I wrote this stupid little "test" to try and understand what was going on: [Fact] public void wtf() { var screenPositions = new Vector2[] { new Vector2(400, 240), new Vector2(400, -2000), }; var viewport = new Viewport(0, 0, 800, 480); var projectionMatrix = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, viewport.Width / viewport.Height, 1, 200000); var viewMatrix = Matrix.CreateLookAt(new Vector3(400, 630, 600), new Vector3(400, 345, 0), new Vector3(0, 0, 1)); var worldMatrix = Matrix.Identity; foreach (var screenPosition in screenPositions) { var nearPoint = viewport.Unproject(new Vector3(screenPosition, 0), projectionMatrix, viewMatrix, worldMatrix); var farPoint = viewport.Unproject(new Vector3(screenPosition, 1), projectionMatrix, viewMatrix, worldMatrix); Console.WriteLine("For screen position {0}:", screenPosition); Console.WriteLine(" Projected Near Point = {0}", nearPoint.TruncateZ()); Console.WriteLine(" Projected Far Point = {0}", farPoint.TruncateZ()); Console.WriteLine(); } } The output I get on the console is: For screen position {X:400 Y:240}: Projected Near Point = {X:400 Y:629.571 Z:599.0967} Projected Far Point = {X:392.9302 Y:-83074.98 Z:-175627.9} For screen position {X:400 Y:-2000}: Projected Near Point = {X:400 Y:626.079 Z:600.7554} Projected Far Point = {X:390.2068 Y:-767438.6 Z:148564.2} My question is really twofold: what am I doing wrong with the unprojection such that it varies so wildly and, thus, does not allow me to determine the corresponding world point for my distant screen point? is there a better way altogether to determine the furthermost point in world space given a current world space location, and a directional vector in screen space?

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  • Driving Growth through Smarter Selling

    - by Samantha.Y. Ma
    With the proliferation of social media and mobile technologies, the world of selling and buying has drastically changed, as buyers now have access to more information than they did in the past. In fact, studies have shown that buyers complete 60 percent of the buying process before they even engage with a salesperson. The old models of selling no longer work effectively; and the new way of selling is driven by customer insights. To succeed, sales need to be proactive, not reactive. They need to engage with the customer early, sometimes even before the customer’s needs are fully understood. In fact, the best sales reps prescribe a solution that the customer doesn't even know they need, often by leveraging social media to listen, engage and collaborate with peers. And they fully tap into the power of analytics and data to drive results.  Let’s look at some stats regarding challenges facing sales today. According to recent studies, sales reps spend 78 percent of their time doing administrative things -- such as planning, searching for information, data entry -- and only 22 percent of the time actually selling. Furthermore, 40 percent of B2B sales reps miss their quota, and only 3 percent of companies can say with confidence that their forecasts are “always accurate.” How do you drive growth in this modern day and age? It's not just getting your sales teams to work harder; it's helping them work smarter and providing them with a solution they want to use, on the device(s) they already know, giving them critical insights and tools to be more productive, increase win rates, and close deals faster. Oracle Sales Cloud was designed to do exactly that. It enables smarter selling that allows reps to sell more, managers to know more, and companies to grow more.  Let’s face it—if all CRM solutions worked well, sales executives wouldn’t be having the same headaches as they had in the past. Join Oracle’s Thomas Kurian and Doug Clemmans on Tuesday, October 22 as they explain: • How today’s sales processes have rendered many CRM systems obsolete • The secrets to smarter selling, leveraging mobile, social, and big data • How Oracle Sales Cloud enables smarter selling—as proven by Oracle and its customers Take the first step down the path toward smarter selling. With Oracle Sales Cloud, reps sell more, managers know more, and companies grow more.

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  • Visual Studio 2010 Launch Events

    - by Jim Duffy
    Don’t miss out on the opportunity to learn about the new features in Visual Studio 2010. Check out the MSDN Events page and find out when the talented folks of the Developer & Evangelism group will be visiting your city to prove to you that /*Life Runs On Code*/. I’ll be attending the Raleigh event June 2, 2010 from 1:00 - 5:00 PM. North Carolina State University, Jane S. McKimmon Conference Center 1101 Gorman St Raleigh North Carolina 27606 United States From the Raleigh Event page: Event Overview Learn about the rich application platforms that Microsoft® Visual Studio® 2010 supports, including Windows® 7, the Web, SharePoint®, Windows Azure™, SQL®, and Windows® Phone 7 Series. From tighter tester and dev collaboration to new ALM tools, there’s a lot that’s new. Here’s what you can expect: Windows Development with Visual Studio 2010 Visual Studio has always been the best way to build compelling visual solutions for Windows. Visual Studio 2010 continues this trend with great new tooling support for Silverlight 4, WPF, and native development. In this demo heavy session, you’ll see how you can build rich Windows applications with Silverlight 4 using new trusted application features including out-of-browser execution, saving to the file system, and even COM Automation. You’ll also see how you can use the new Task Parallel Library from within a WPF application to take advantage of all those cores in today’s modern computers. Web and Cloud Development with Visual Studio 2010 If you build solutions for the web, then this session is for you. Come see how your existing skills move forward with Visual Studio 2010 both for in-house ASP.NET development and the new frontier of the Cloud. In this session, you’ll see improved designers, new HTML and JavaScript snippets, Web Forms enhancements, and how you can quickly build great web sites using Dynamic Data. You’ll see the changes made to testable web sites with MVC 2.0 and how we’ve integrated JQuery support into the platform. You’ll then see how easy it is to leverage your existing code and move to the cloud with Windows Azure. Windows Phone 7 Developer Tools and Platform Overview This session provides an overview of Visual Studio® 2010 for Windows Phone. Learn about the powerful capabilities of this new application platform and the developer tools experience including basic IDE usage, debugging, packaging, and deployment. This session also shows how you can use Microsoft Expression® Blend™ for Windows Phone to build great Silverlight applications. Have a day. :-|

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  • But what version is the database now?

    - by BuckWoody
    When you upgrade your system to SQL Server 2008 R2, you’ll know that the instance is at that version by using the standard commands like SELECT @@VERSION or EXEC xp_msver. My system came back with this info when I typed those: Microsoft SQL Server 2008 R2 (RTM) - 10.50.1600.1 (Intel X86)   Apr  2 2010 15:53:02   Copyright (c) Microsoft Corporation  Developer Edition on Windows NT 6.0 <X86> (Build 6002: Service Pack 2) (Hypervisor) Index Name Internal_Value Character_Value 1 ProductName NULL Microsoft SQL Server 2 ProductVersion 655410 10.50.1600.1 3 Language 1033 English (United States) 4 Platform NULL NT INTEL X86 5 Comments NULL SQL 6 CompanyName NULL Microsoft Corporation 7 FileDescription NULL SQL Server Windows NT 8 FileVersion NULL 2009.0100.1600.01 ((KJ_RTM).100402-1540 ) 9 InternalName NULL SQLSERVR 10 LegalCopyright NULL Microsoft Corp. All rights reserved. 11 LegalTrademarks NULL Microsoft SQL Server is a registered trademark of Microsoft Corporation. 12 OriginalFilename NULL SQLSERVR.EXE 13 PrivateBuild NULL NULL 14 SpecialBuild 104857601 NULL 15 WindowsVersion 393347078 6.0 (6002) 16 ProcessorCount 1 1 17 ProcessorActiveMask 1 1 18 ProcessorType 586 PROCESSOR_INTEL_PENTIUM 19 PhysicalMemory 2047 2047 (2146934784) 20 Product ID NULL NULL   But a database properties are separate from the Instance. After an upgrade, you always want to make sure that the compatibility options (which have much to do with how NULLs and other objects are treated) is at what you expect. For the most part, as long as the application can handle it, I set my compatibility levels to the latest version. For SQL Server 2008, that was “10.0” or “10”. You can do this with the ALTER DATABASE command or you can just right-click the database and select “Properties” and then “Database Options” in SQL Server Management Studio. To check the database compatibility level, I use this query: SELECT name, cmptlevel FROM sys.sysdatabases When I did that this morning I saw that the databases (all of them) were at 10.0 – not 10.5 like the Instance. That’s expected – we didn’t revise the database format up with the Instance for this particular release. Didn’t want to catch you by surprise on that. While your databases should be at the “proper” level for your situation, you can’t rely on the compatibility level to indicate the Instance level. More info on the ALTER DATABASE command in SQL Server 2008 R2 is here: http://technet.microsoft.com/en-us/library/bb510680(SQL.105).aspx Share this post: email it! | bookmark it! | digg it! | reddit! | kick it! | live it!

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  • Training v. Teaching

    - by Chris Gardner
    Originally posted on: http://geekswithblogs.net/freestylecoding/archive/2014/05/28/training-v.-teaching.aspxAs some of you may know, I recently accepted a position to teach an undergraduate course at my alma mater. Yesterday, I had my first day in an academic classroom. I immediately noticed a difference with the interactions between the students. They don't act like students in a professional training or conference talk. I wanted to use this opportunity to enumerate some of those differences. The immediate thing I noticed was the lack of open environment. This is not to say the class was hostile towards me. I am used to entering the room, bantering with audience, loosening everyone a bit, and flowing into the discussion. A purely academic audience does not banter. At least, they do not banter on day one. I think I can attribute this to two factors. This first is a greater perception of authority. In a training or conference environment, I am an equal with the audience. This is true even if I am being a subject matter expert. We're all professionals. We're all there to learn from each other, share our stories, and enjoy the journey. In the academic classroom, there was a distinct class difference. I had forgotten about this distinction; I had the professional familiarity with the staff by the time I completed my masters. This leads to the other distinction. These was an expectation of performance. At conference and professional training, there is generally no (immediate) grading. This may be a preparation for a certification exam, but I'm not the one responsible for delivering the exam. This was not the case in the academic classroom. These students are battling for points, and I am the sole arbiter. These students are less likely to let the material wash over them, applying the material to their past experiences. They were down taking notes. I don't want to leave the impression that there was no interact in the classroom. I spent a good deal of time doing problems with the class on the whiteboard. I tried to get the class to help me work out the steps. This opened up a few of them. After every conference or training class, I always get a few people that will email me afterward to continue the conversation. I am very curious to see if anybody comes to my office hours tomorrow. However, that is a curiosity that will have to wait until tomorrow.

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